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BTW everyone, Death Clock is active.

I'll be running it as 7 days since last rather than 2nd last for as long as we're in combat since combat moves differently for different characters, but if we're going to keep this thing as post or die, it's going to be post or die for reals. Except I don't mean you will die for real. That's crazy. Your characters might get snuffed though. Anyways if no one matches the Alpha dog's edge by this afternoon, it will take the next action.

I would also draw everyone's attention to the fact that we are now explicitly using some additional optional rules from Augmentation and Arsenal, as specified in Sithney's edited 1st post (for anyone who hasn't already seen it).

Is this IP 2 after the combat turn where Jovan and the spirit have scared away the 2 dogs, or during?

INT 9 + REA 5 = 14 dice ==> 5 HITS ==> 19. Seeing as he is at maximum range and not such a good shot anyway, he won't use Edge to go first. He figures someone else on the team can do the killing way better anyhow.

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QUOTE (Saint Sithney @ Mar 17 2012, 10:39 AM)

BTW everyone, Death Clock is active.

I'll be running it as 7 days since last rather than 2nd last for as long as we're in combat since combat moves differently for different characters, but if we're going to keep this thing as post or die, it's going to be post or die for reals. Except I don't mean you will die for real. That's crazy. Your characters might get snuffed though. Anyways if no one matches the Alpha dog's edge by this afternoon, it will take the next action.

Anyway, I'm spending edge to go first. FIrst simple action is to put one long narrow burst into the alpha dog.11d6.hits(5) → [6,1,6,4,4,6,1,5,3,3,3] = (4) http://invisiblecastle.com/roller/view/3421606/Base damage is 7P, (13P with long burst, and max16P)

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Alright, Alpha Dog goes on 16, so he will act before ZO

He's going to do a charging attack with a free action to run+complex to melee. 3 hits and a glitch. I'll say that the glitch involves his attack carrying him out of melee range, so the shooting in melee penalty won't apply on ZO's shot.

Roll melee defense.Damage will be 6P +hits vs impact. Also, remember, these dogs have been sharing their meals with ghouls...

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QUOTE (Sephiroth @ Mar 17 2012, 03:53 PM)

I would also draw everyone's attention to the fact that we are now explicitly using some additional optional rules from Augmentation and Arsenal, as specified in Sithney's edited 1st post (for anyone who hasn't already seen it).

Is this IP 2 after the combat turn where Jovan and the spirit have scared away the 2 dogs, or during?

You're on CT2 IP1. Your Air Spirit already went on account of his higher initiative. You're still up before the dogs though, I believe.

QUOTE (pbangarth @ Mar 20 2012, 02:18 PM)

The dog used edge to go first, so we can act now, right?

Edit: I should have read the IC post first. The dog is out of view to Professor and Ferret, now, right?

Yeah, the dog is now inside the warehouse. Oz might be able to get a bead through a window, but the dog would have good cover vs. his shot. I'm going to draw up a map. Back in a second.

You're on CT2 IP1. Your Air Spirit already went on account of his higher initiative. You're still up before the dogs though, I believe.

Cool cool. And the still-conscious Barghest is the one hit by Jovan's fear, so the fleeing counter doesn't start for it until it's out of sight of Jovan, yeah? In the cramped quarters of the tunnel and warehouse basement, that probably won't happen quite yet, so that gives Jovan and the Air Spirit quite a bit of time to work without dog hassle, if I understand correctly.

I will have more figured out and posted tomorrow, once I'm on a better internet connection.

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QUOTE (Saint Sithney @ Mar 20 2012, 02:57 PM)

Alright, Alpha Dog goes on 16, so he will act before ZO

He's going to do a charging attack with a free action to run+complex to melee. 3 hits and a glitch. I'll say that the glitch involves his attack carrying him out of melee range, so the shooting in melee penalty won't apply on ZO's shot.

Roll melee defense.Damage will be 6P +hits vs impact. Also, remember, these dogs have been sharing their meals with ghouls...

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QUOTE (Sephiroth @ Mar 20 2012, 06:18 PM)

Cool cool. And the still-conscious Barghest is the one hit by Jovan's fear, so the fleeing counter doesn't start for it until it's out of sight of Jovan, yeah? In the cramped quarters of the tunnel and warehouse basement, that probably won't happen quite yet, so that gives Jovan and the Air Spirit quite a bit of time to work without dog hassle, if I understand correctly.

I will have more figured out and posted tomorrow, once I'm on a better internet connection.

The one you hit with fear is the nearby one that's 1 box from proper unconsciousness but is temporarily passed out from the severe astral assault.

The one the spirit spooked ran off first, so it has a 30m head start. Astrally, that's no distance at all, but physically, that's 1/4 the distance back to the room with Archer.

Oz is going to take a shot through the window.6+3+2+2+2+1-3 = 3 hits.Dog dodge6+4+2 = 6 hits. That's a miss.

BTW, I know you said you wanted to match the dog's edge in the first pass, but that was mostly for prof's benefit since you didn't really have a chance of beating the dog with the paralyzation penalty. If you wanted to shift that expenditure to the 2nd IP, I'm not against it. It was mostly just a bit of confusing on your part, I assume, which isn't a thing I'd want to hold against you. That would let you fire your burst before the dog takes another swipe at you.

If not...

Since no one else has a bead on the dog, it'll circle back around the stairs and take another shot at Zo for IP2

5+3+2 = 4 hits no glitch this time, so ZO will be considered in melee at this point.

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QUOTE (Saint Sithney @ Mar 23 2012, 02:08 PM)

Oz is going to take a shot through the window.6+3+2+2+2+1-3 = 3 hits.Dog dodge6+4+2 = 6 hits. That's a miss.

BTW, I know you said you wanted to match the dog's edge in the first pass, but that was mostly for prof's benefit since you didn't really have a chance of beating the dog with the paralyzation penalty. If you wanted to shift that expenditure to the 2nd IP, I'm not against it. It was mostly just a bit of confusing on your part, I assume, which isn't a thing I'd want to hold against you. That would let you fire your burst before the dog takes another swipe at you.

If not...

Since no one else has a bead on the dog, it'll circle back around the stairs and take another shot at Zo for IP2

5+3+2 = 4 hits no glitch this time, so ZO will be considered in melee at this point.

The one you hit with fear is the nearby one that's 1 box from proper unconsciousness but is temporarily passed out from the severe astral assault.

The one the spirit spooked ran off first, so it has a 30m head start. Astrally, that's no distance at all, but physically, that's 1/4 the distance back to the room with Archer.

Oh. Well damn.

Since Jovan can't actually do anything active in astral space other than cast a couple non-combat spells and use his Powers, he will just follow the other barghest down the tunnel back toward Archer et al.

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QUOTE (Sephiroth @ Mar 23 2012, 01:11 PM)

Oh. Well damn.

Since Jovan can't actually do anything active in astral space other than cast a couple non-combat spells and use his Powers, he will just follow the other barghest down the tunnel back toward Archer et al.

You can do that at your walking rate. Did you want to try and influence/scare this one as well?

Actually, I think I might as well take this opportunity to let Jovan do some more heavy-duty tinkering inside that dog's head. I'm not sure how to conceptualize the details of this process, because I personally don't have any experience in the area of magical memory reconstruction and mental suggestion, obviously. I also feel like trying to alter memories of conditioned training without seeing those memories first with a Mind Probe spell is kind of like shooting at a target in the dark. But I will give it a try nonetheless. The basic idea is to switch around friend and aggressor in the barghest's memories of Archer's training. He would insert his appearance and aura in place of Archer's appearance and aura in the dog's memories, and remove as much familiarity of Archer from the dog's mind as he can, so that Archer will then be seen as an unknown intruder.

I'm away from my copy of Street Magic for the next day or so, so I don't remember if Alter Memory is an instant or permanent spell. However, since canon seems to indicate that resisting mental manipulation spells is an active and not passive effort, and the dog is currently scared half to death, would that place any sort of penalties on its roll to resist something like Alter Memory?

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Alter Memory and Influence are both permenant spells. Only need the one roll and the long wait. Something like CTs = drain. I'm AFB as well. On the fluff side of things, letting Alt Mem work on a non-sentient creature is a little iffy since animal memory is largely smell-based. Also, you would have to call off your spirit for the purposes of the attempt, as it would continue to attack.

BTW, was that attack the first service you took from that spirit? I sort of remember a "planning" service, but I don't think anythying came of it, so I'll not be counting that..

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